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There should be one of these Ids generated and stored per Actor or Component that inherits from INavLinkCustomInterface. Primarily its a way of differentiating between Components that inherit from INavLinkCustomInterface as the ActorInstanceGuid alone can not do this.See UNavLinkCustomComponent as an example. For Level Instances these will be different for each component in an actor but repeated in repeated Level Instances.FNavLinkId::GenerateUniqueId() uses this to make the UniqueId
| Name | FNavLinkAuxiliaryId |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h |
| Include Path | #include "AI/Navigation/NavigationTypes.h" |
Syntax
USTRUCT ()
struct FNavLinkAuxiliaryId
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AI/Navigation/NavigationTypes.h | |||
FNavLinkAuxiliaryId
(
uint64 InId |
AI/Navigation/NavigationTypes.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Invalid | const FNavLinkAuxiliaryId | AI/Navigation/NavigationTypes.h | |
| InvalidLinkId | uint64 | AI/Navigation/NavigationTypes.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Id | uint64 | AI/Navigation/NavigationTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint64 GetId() |
AI/Navigation/NavigationTypes.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FNavLinkAuxiliaryId GenerateUniqueAuxiliaryId () |
AI/Navigation/NavigationTypes.h | ||
static FNavLinkAuxiliaryId GenerateUniqueAuxiliaryId
(
FStringView PathName |
Helper function: returns unique Auxiliary ID for custom links. | AI/Navigation/NavigationTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FNavLinkAuxiliaryId& Other |
AI/Navigation/NavigationTypes.h | ||
bool operator==
(
const FNavLinkAuxiliaryId& Other |
AI/Navigation/NavigationTypes.h |